Added Silk component for animated background in Hero section
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@@ -2,6 +2,7 @@ import { Link } from "react-router-dom";
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import { Button } from "@/components/ui/button";
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import { ArrowRight } from "lucide-react";
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import { useState, useEffect } from "react";
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import Silk from "@/components/Silk";
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const FOUNDING_DATE = new Date("2026-01-25"); // Samstag, 25. Januar 2026
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@@ -35,10 +36,18 @@ const Hero = () => {
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}, []);
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return (
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<section className="relative min-h-screen flex flex-col justify-center bg-background overflow-hidden pt-20">
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{/* Subtle grid lines */}
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<div className="absolute inset-0 grid-lines opacity-30" />
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<section className="relative min-h-screen flex flex-col justify-center overflow-hidden pt-20">
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{/* Silk animated background */}
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<div className="absolute inset-0 z-0 w-full h-full">
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<Silk
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speed={5}
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scale={1}
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color="#7B7481"
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noiseIntensity={1.5}
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rotation={0}
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/>
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</div>
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<div className="container mx-auto px-6 relative z-10">
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<div className="max-w-6xl">
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{/* Label */}
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158
src/components/Silk.tsx
Normal file
158
src/components/Silk.tsx
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@@ -0,0 +1,158 @@
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/* eslint-disable react/no-unknown-property */
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import { Canvas, useFrame, useThree } from "@react-three/fiber";
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import { forwardRef, useRef, useMemo, useLayoutEffect } from "react";
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import { Color, type Mesh, type ShaderMaterial } from "three";
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const hexToNormalizedRGB = (hex: string): [number, number, number] => {
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hex = hex.replace("#", "");
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return [
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parseInt(hex.slice(0, 2), 16) / 255,
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parseInt(hex.slice(2, 4), 16) / 255,
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parseInt(hex.slice(4, 6), 16) / 255,
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];
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};
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const vertexShader = `
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varying vec2 vUv;
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varying vec3 vPosition;
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void main() {
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vPosition = position;
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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const fragmentShader = `
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varying vec2 vUv;
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varying vec3 vPosition;
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uniform float uTime;
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uniform vec3 uColor;
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uniform float uSpeed;
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uniform float uScale;
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uniform float uRotation;
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uniform float uNoiseIntensity;
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const float e = 2.71828182845904523536;
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float noise(vec2 texCoord) {
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float G = e;
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vec2 r = (G * sin(G * texCoord));
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return fract(r.x * r.y * (1.0 + texCoord.x));
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}
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vec2 rotateUvs(vec2 uv, float angle) {
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float c = cos(angle);
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float s = sin(angle);
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mat2 rot = mat2(c, -s, s, c);
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return rot * uv;
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}
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void main() {
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float rnd = noise(gl_FragCoord.xy);
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vec2 uv = rotateUvs(vUv * uScale, uRotation);
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vec2 tex = uv * uScale;
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float tOffset = uSpeed * uTime;
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tex.y += 0.03 * sin(8.0 * tex.x - tOffset);
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float pattern = 0.6 +
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0.4 * sin(5.0 * (tex.x + tex.y +
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cos(3.0 * tex.x + 5.0 * tex.y) +
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0.02 * tOffset) +
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sin(20.0 * (tex.x + tex.y - 0.1 * tOffset)));
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vec4 col = vec4(uColor, 1.0) * vec4(pattern) - rnd / 15.0 * uNoiseIntensity;
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col.a = 1.0;
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gl_FragColor = col;
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}
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`;
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type SilkPlaneProps = {
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uniforms: {
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uSpeed: { value: number };
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uScale: { value: number };
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uNoiseIntensity: { value: number };
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uColor: { value: Color };
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uRotation: { value: number };
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uTime: { value: number };
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};
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};
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const SilkPlane = forwardRef<Mesh, SilkPlaneProps>(function SilkPlane(
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{ uniforms },
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ref
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) {
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const { viewport } = useThree();
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useLayoutEffect(() => {
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if (ref && typeof ref !== "function" && ref.current) {
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ref.current.scale.set(viewport.width, viewport.height, 1);
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}
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}, [ref, viewport]);
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useFrame((_, delta) => {
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if (ref && typeof ref !== "function" && ref.current) {
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const mat = ref.current.material as ShaderMaterial & {
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uniforms: { uTime: { value: number } };
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};
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if (mat.uniforms?.uTime) mat.uniforms.uTime.value += 0.1 * delta;
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}
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});
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return (
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<mesh ref={ref}>
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<planeGeometry args={[1, 1, 1, 1]} />
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<shaderMaterial
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uniforms={uniforms}
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vertexShader={vertexShader}
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fragmentShader={fragmentShader}
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/>
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</mesh>
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);
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});
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SilkPlane.displayName = "SilkPlane";
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type SilkProps = {
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speed?: number;
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scale?: number;
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color?: string;
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noiseIntensity?: number;
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rotation?: number;
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};
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const Silk = ({
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speed = 5,
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scale = 1,
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color = "#7B7481",
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noiseIntensity = 1.5,
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rotation = 0,
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}: SilkProps) => {
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const meshRef = useRef<Mesh>(null);
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const uniforms = useMemo(
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() => ({
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uSpeed: { value: speed },
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uScale: { value: scale },
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uNoiseIntensity: { value: noiseIntensity },
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uColor: { value: new Color(...hexToNormalizedRGB(color)) },
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uRotation: { value: rotation },
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uTime: { value: 0 },
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}),
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[speed, scale, noiseIntensity, color, rotation]
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);
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return (
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<Canvas
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dpr={[1, 2]}
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frameloop="always"
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style={{ width: "100%", height: "100%" }}
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camera={{ position: [0, 0, 5], fov: 75 }}
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>
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<SilkPlane ref={meshRef} uniforms={uniforms} />
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</Canvas>
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);
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};
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export default Silk;
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